版本: 2021.3+
拖放是UI(用户界面) 允许用户与您的应用程序进行交互。Unity 目前支持三种 UI 系统。更多信息
参见 术语表设计中的常见功能。您可以使用 UI 工具包在自定义编辑器窗口或由 Unity 构建的应用程序中创建拖放式 UI。此示例演示如何在自定义编辑器窗口中创建拖放式 UI。
此示例在自定义编辑器窗口中添加了多个插槽和一个对象。您可以将对象拖动到任何插槽中,如下所示
您可以在此 GitHub 存储库中找到此示例创建的完整文件。
本指南适用于熟悉 Unity 编辑器、UI 工具包和 C# 脚本的开发人员。在开始之前,请熟悉以下内容
首先,从菜单中创建一个默认的自定义编辑器窗口。将菜单名称和窗口标题更改为 Drag And Drop
,并删除默认标签的代码,以使 UI 更友好。
在 Unity 中使用任何模板创建一个项目。
在 Assets
文件夹中右键单击,然后选择创建 > UI 工具包 > 编辑器窗口。
在UI 工具包编辑器窗口创建器中,输入 DragAndDropWindow
。
单击确认。这将自动创建三个文件:DragAndDropWindow.cs
、DragAndDropWindow.uxml
和 DragAndDropWindow.uss
。
将 DragAndDropWindow.cs
的内容替换为以下内容
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
public class DragAndDropWindow : EditorWindow
{
[MenuItem("Window/UI Toolkit/Drag And Drop")]
public static void ShowExample()
{
DragAndDropWindow wnd = GetWindow<DragAndDropWindow>();
wnd.titleContent = new GUIContent("Drag And Drop");
}
public void CreateGUI()
{
// Each editor window contains a root VisualElement object
VisualElement root = rootVisualElement;
// Import UXML
var visualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/Editor/DragAndDropWindow.uxml");
VisualElement labelFromUXML = visualTree.Instantiate();
root.Add(labelFromUXML);
// A stylesheet can be added to a VisualElement.
// The style will be applied to the VisualElement and all of its children.
var styleSheet = AssetDatabase.LoadAssetAtPath<StyleSheet>("Assets/Editor/DragAndDropWindow.uss");
}
}
接下来,将 UI 控件添加到您的自定义窗口
slots
,有两个名为 slot_row1
和 slot_row2
的子元素。每行应有两个名为 slot1
和 slot2
的子元素。object
,位于与 slots
相同的级别。object
必须在 层次结构中位于 slots
之后。将 UI 控件的样式设置为以下内容
slot1
和 slot2
,将它们设置为 80px X 80px 的正方形,白色背景色和圆角。将插槽对齐为两行,每行两个插槽。object
,将它设置为 50px X 50px 的圆形斑点,黑色背景色。提示:为了使您的项目更有趣,您可以为对象使用背景图像。您可以在 GitHub 存储库中找到该图像 (Pouch.png)。
将 DragAndDropWindow.uxml
的内容替换为以下内容
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<Style src="DragAndDropWindow.uss" />
<ui:VisualElement name="slots">
<ui:VisualElement name="slot_row1" class="slot_row">
<ui:VisualElement name="slot1" class="slot" />
<ui:VisualElement name="slot2" class="slot" />
</ui:VisualElement>
<ui:VisualElement name="slot_row2" class="slot_row">
<ui:VisualElement name="slot1" class="slot" />
<ui:VisualElement name="slot2" class="slot" />
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement name="object" class="object" />
</ui:UXML>
将 DragAndDropWindow.uss
的内容替换为以下内容
.slot {
width: 80px;
height: 80px;
margin: 5px;
background-color: rgb(255, 255, 255);
border-top-radius: 10px;
border-top-left-radius: 10px;
border-bottom-left-radius: 10px;
border-top-right-radius: 10px;
border-bottom-right-radius: 10px;
}
.slot_row {
flex-direction: row;
}
.object {
width: 50px;
height: 50px;
position: absolute;
left: 20px;
top: 20px;
border-radius: 30px;
background-color: rgb(0, 0, 0);
}
要定义拖放行为,请扩展 PointerManipulator
类并定义逻辑。编写一个构造函数来设置 target
并存储对视觉树根的引用。编写四个方法,作为 PointerDownEvent
、PointerMoveEvent
、PointerUpEvent
和 PointerCaptureOutEvent
的回调。实施 RegisterCallbacksOnTarget()
和 UnregisterCallbacksFromTarget()
以从 target
注册和注销这四个回调。
在 Editor
文件夹中,创建一个名为 DragAndDropManipulator.cs
的另一个 C# 文件。
将 DragAndDropManipulator.cs
的内容替换为以下内容
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class DragAndDropManipulator : PointerManipulator
{
// Write a constructor to set target and store a reference to the
// root of the visual tree.
public DragAndDropManipulator(VisualElement target)
{
this.target = target;
root = target.parent;
}
protected override void RegisterCallbacksOnTarget()
{
// Register the four callbacks on target.
target.RegisterCallback<PointerDownEvent>(PointerDownHandler);
target.RegisterCallback<PointerMoveEvent>(PointerMoveHandler);
target.RegisterCallback<PointerUpEvent>(PointerUpHandler);
target.RegisterCallback<PointerCaptureOutEvent>(PointerCaptureOutHandler);
}
protected override void UnregisterCallbacksFromTarget()
{
// Un-register the four callbacks from target.
target.UnregisterCallback<PointerDownEvent>(PointerDownHandler);
target.UnregisterCallback<PointerMoveEvent>(PointerMoveHandler);
target.UnregisterCallback<PointerUpEvent>(PointerUpHandler);
target.UnregisterCallback<PointerCaptureOutEvent>(PointerCaptureOutHandler);
}
private Vector2 targetStartPosition { get; set; }
private Vector3 pointerStartPosition { get; set; }
private bool enabled { get; set; }
private VisualElement root { get; }
// This method stores the starting position of target and the pointer,
// makes target capture the pointer, and denotes that a drag is now in progress.
private void PointerDownHandler(PointerDownEvent evt)
{
targetStartPosition = target.transform.position;
pointerStartPosition = evt.position;
target.CapturePointer(evt.pointerId);
enabled = true;
}
// This method checks whether a drag is in progress and whether target has captured the pointer.
// If both are true, calculates a new position for target within the bounds of the window.
private void PointerMoveHandler(PointerMoveEvent evt)
{
if (enabled && target.HasPointerCapture(evt.pointerId))
{
Vector3 pointerDelta = evt.position - pointerStartPosition;
target.transform.position = new Vector2(
Mathf.Clamp(targetStartPosition.x + pointerDelta.x, 0, target.panel.visualTree.worldBound.width),
Mathf.Clamp(targetStartPosition.y + pointerDelta.y, 0, target.panel.visualTree.worldBound.height));
}
}
// This method checks whether a drag is in progress and whether target has captured the pointer.
// If both are true, makes target release the pointer.
private void PointerUpHandler(PointerUpEvent evt)
{
if (enabled && target.HasPointerCapture(evt.pointerId))
{
target.ReleasePointer(evt.pointerId);
}
}
// This method checks whether a drag is in progress. If true, queries the root
// of the visual tree to find all slots, decides which slot is the closest one
// that overlaps target, and sets the position of target so that it rests on top
// of that slot. Sets the position of target back to its original position
// if there is no overlapping slot.
private void PointerCaptureOutHandler(PointerCaptureOutEvent evt)
{
if (enabled)
{
VisualElement slotsContainer = root.Q<VisualElement>("slots");
UQueryBuilder<VisualElement> allSlots =
slotsContainer.Query<VisualElement>(className: "slot");
UQueryBuilder<VisualElement> overlappingSlots =
allSlots.Where(OverlapsTarget);
VisualElement closestOverlappingSlot =
FindClosestSlot(overlappingSlots);
Vector3 closestPos = Vector3.zero;
if (closestOverlappingSlot != null)
{
closestPos = RootSpaceOfSlot(closestOverlappingSlot);
closestPos = new Vector2(closestPos.x - 5, closestPos.y - 5);
}
target.transform.position =
closestOverlappingSlot != null ?
closestPos :
targetStartPosition;
enabled = false;
}
}
private bool OverlapsTarget(VisualElement slot)
{
return target.worldBound.Overlaps(slot.worldBound);
}
private VisualElement FindClosestSlot(UQueryBuilder<VisualElement> slots)
{
List<VisualElement> slotsList = slots.ToList();
float bestDistanceSq = float.MaxValue;
VisualElement closest = null;
foreach (VisualElement slot in slotsList)
{
Vector3 displacement =
RootSpaceOfSlot(slot) - target.transform.position;
float distanceSq = displacement.sqrMagnitude;
if (distanceSq < bestDistanceSq)
{
bestDistanceSq = distanceSq;
closest = slot;
}
}
return closest;
}
private Vector3 RootSpaceOfSlot(VisualElement slot)
{
Vector2 slotWorldSpace = slot.parent.LocalToWorld(slot.layout.position);
return root.WorldToLocal(slotWorldSpace);
}
}
要在自定义窗口中启用拖放,请在窗口打开时实例化它。
在 DragAndDropWindow.cs
中,将以下内容添加到 CreateGUI()
方法中以实例化 DragAndDropManipulator
类
DragAndDropManipulator manipulator =
new(rootVisualElement.Q<VisualElement>("object"));
从菜单栏中,选择窗口 > UI 工具包 > 拖放。在打开的自定义编辑器窗口中,您可以将对象拖动到任何插槽中。